FACTION
CAREER
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Right-click on a skill to view the description.
You can scroll horizontally to see additional skills
Right-click on a skill to view the description.
You can scroll horizontally to see additional skills
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Primary:
Secondary:
Specialization skills are already unlocked due to the fact that they can all be unlocked in game.
Click on a skill to view the description.
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Forward March (Ground)
Increase Running Speed while Sprinting for you and all nearby teammates. |
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Communal Targeting (Ground)
Increase Expose Chance for you and all nearby teammates, allowing your team to more frequently create tactical openings. |
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Lingering Exposure (Ground)
Increase Expose Duration for you and all nearby teammates, allowing your team additional time to react to these openings. |
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Peripheral Coordination (Ground)
Damage dealt from flanking angles deal less damage than normal for you and all nearby teammates. |
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True Aim (Ground)
Increase Exploit Damage for you and all nearby teammates, causing you to all deal more collective damage to susceptible enemies. |
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Expose Weakness I (Ground)
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a large amount of bonus damage to enemies that are Exposed by this ability. |
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Expose Weakness II (Ground)
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a large amount of bonus damage to enemies that are Exposed by this ability. |
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Tachyon Charges (Ground)
Your Exploit Torpedo attacks will apply an instant drain to the nearest facing of any Exposed targets' shields, in addition to their increased damage. |
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Violent Detonation I (Ground)
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance. |
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Violent Detonation II (Ground)
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance. |
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Superfluous Emitters (Space & Ground)
By redirecting energy from monitoring teammates that are not damaged, you can increase the output of your weapons. For each teammate that is near full health (or full hull capacity in space), you will receive a damage bonus. |
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Energy Signature Flux (Space)
Any incoming shield healing will grant you a short burst of defense bonus, making you more difficult to hit. Max once per 30 seconds. |
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Lifesign Flux (Ground)
Any incoming shield healing will grant you a short burst of dodge bonus, making you more difficult to hit. Max once per 30 seconds. |
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Restoration Harmonics (Space)
You and all nearby teammates receive additional hull restoration from all friendly sources. |
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Restoration Synergy (Ground)
You and all nearby teammates receive additional health restoration from all friendly sources. |
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Resilient Expose I (Ground)
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used. |
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Resilient Expose II (Ground)
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used. |
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Under the Radar I (Ground)
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot. |
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Under the Radar II (Ground)
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot. |
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Achilles' Heel I (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
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Achilles' Heel II (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
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Debilitating Weakness I (Space)
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage. |
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Achilles' Heel III (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
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Debilitating Weakness II (Space)
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage. |
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Extrovert II (Space & Ground)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
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Boost Morale I (Space)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
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Revitalize I (Ground)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
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Boost Morale II (Space)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
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Revitalize II (Ground)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
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Flank Protection I (Ground)
Damage dealt from flanking angles deals less damage than normal. |
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Flank Protection II (Ground)
Damage dealt from flanking angles deals less damage than normal. |
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Flank Refraction I (Ground)
Attackers that Flank you have a chance to be Placated for a short duration. |
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Flank Refraction II (Ground)
Attackers that Flank you have a chance to be Placated for a short duration. |
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Flank Refraction III (Ground)
Attackers that Flank you have a chance to be Placated for a short duration. |
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Hide Weakness I (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. |
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Hide Weakness II (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. |
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Automated Reinforcement I (Space)
When a shield facing is reduced to zero capacity, gains shield regeneration to all facings. (Not triggered by Shields Offline) |
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Hide Weakness III (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. |
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Automated Reinforcement II (Space)
When a shield facing is reduced to zero capacity, gains shield regeneration to all facings. (Not triggered by Shields Offline) |
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Adaptive Targeting I (Space)
By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire. |
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Adaptive Targeting II (Space)
By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire. |
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Perception Bending (Space)
Your stealth and perception values are directly increased by your current Auxiliary Power level. |
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Redundant Sensors I (Space)
Any incoming Placate and Confuse effects may be instantly and automatically cleansed as soon as they are applied. |
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Redundant Sensors II (Space)
Any incoming Placate and Confuse effects may be instantly and automatically cleansed as soon as they are applied. |
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Outmaneuver Foe I (Ground)
Increase your damage when flanking your enemy during ground combat. You also have a chance to placate any foe that you successfully flank, causing them to be unable to target you for a short duration. |
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Outmaneuver Foe II (Ground)
Increase your damage when flanking your enemy during ground combat. You also have a chance to placate any foe that you successfully flank, causing them to be unable to target you for a short duration. |
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Blind Sided I (Ground)
Attacking an enemy's undefended flanks grants you a chance to blind them completely. A blinded enemy will not be capable of seeing any friends or foes, though they can still move and act freely. |
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Obliterate Defenses (Ground)
This effect will leave a massive resistance debuff on your foe, increasing the damage they take from all sources. |
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Blind Sided II (Ground)
Attacking an enemy's undefended flanks grants you a chance to blind them completely. A blinded enemy will not be capable of seeing any friends or foes, though they can still move and act freely. |
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Space Flanking I (Space)
When firing upon the rear arc of an enemy vessel, you benefit from a small passive damage increase. |
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Space Flanking II (Space)
When firing upon the rear arc of an enemy vessel, you benefit from a small passive damage increase. |
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Destabilized Emitters (Space)
Your projectiles gain the ability to create an opening for yourself by destabilizing the rear-facing shields of a foe. |
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Shoddy Engineering (Space)
This ability grants increased Critical Severity when striking from the rear arc. |
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Unprotected Systems (Space)
This ability grants increased Critical Chance when striking from the rear arc. |
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Opportunistic (Space & Ground)
All your innate Captain ability cooldowns are reduced in both Ground and Space. This bonus does not affect Kits or Bridge Officers. |
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Intelligence Fleet I (Space)
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration. |
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Precision Offensive I (Ground)
Precision Offensive provides your team with increases to shield and armor penetration, along with advantages to their Expose mechanics. |
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Intelligence Fleet II (Space)
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration. |
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Precision Offensive II (Ground)
Precision Offensive provides your team with increases to shield and armor penetration, along with advantages to their Expose mechanics. |
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Frequency Refocuser (Ground)
Activating any Hitpoint Heal will increase your Critical Hit Change for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration. |
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Cauterize (Ground)
Once every several seconds, suffering damage from a Damage-Over-Time effect will remove all Damage-Over-Time effects from you. |
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Percussive Maintenance (Ground)
Using Melee Attacks will increase your Outgoing Healing and Run Speed for a short duration. This effect cannot stack, but subsequent attacks within this time will refresh its duration. |
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Stable Emitter (Ground)
Once every several seconds, suffering from a Shield Drain will automatically apply Shield Regeneration and INcreased Maximum Shield Capacity for a short duration. |
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Off and On Again (Ground)
Once every several seconds, automatically cleanse Ranged Weapons Offline status. |
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Embolden (Space)
Activating any Hull Heal will increase your Critical Hit Chance for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration. |
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Automatic Leak Detection I (Space)
Being affected by a Subsystem Power Drain will automatically remove it. For a short duration after, you become immune to Subsystem Power Drains from foes. |
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Seal the Deck (Space)
Once every several seconds, suffering damage from a Damage-Over-Time effect will remove all Damge-Over-Time effects from you. |
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Reflexive Emitters (Space)
Once every several seconds, suffering from a Shield Drain will automatically apply Shield Regeneration and Increased Maximum Shield Capacity for a short duration. |
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Automatic Leak Detection II (Space)
Being affected by a Subsystem Power Drain will automatically remove it. For a short duration after, you become immune to Subsystem Power Drains from foes. |
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Throw Out the Manual I (Space & Ground)
Your outgoing Hull Heals and Hitpoint Heals gain a chacne to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity. |
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Throw Out the Manual II (Space & Ground)
Your outgoing Hull Heals and Hitpoint Heals gain a chacne to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity. |
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Fix'Em'Up I (Space & Ground)
Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration. |
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Throw Out the Manual III (Space & Ground)
Your outgoing Hull Heals and Hitpoint Heals gain a chacne to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity. |
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Fix'Em'Up II (Space & Ground)
Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration. |
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Punch It! (Ground)
After Sprinting, you will gain increased Control Resistance and Bonus Physical Damage with Melee Attacks for a short duration. |
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Shrug it Off I (Ground)
You will gain additional Dmaage Resistance Rating vs Critical Hits. |
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Push Through I (Ground)
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration. |
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Shrug it Off II (Ground)
You will gain additional Dmaage Resistance Rating vs Critical Hits. |
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Push Through II (Ground)
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration. |
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Simplified Plumbing (Space)
After Ramming Speed or Full Impulse, your power levels will be instantly restored to their normal settings. |
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Tough Little Ship I (Space)
You will gain additional Damage Resistance Rating vs. Critical Hits. |
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No Risk, No Rewards I (Space)
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration. |
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Tough Little Ship II (Space)
You will gain additional Damage Resistance Rating vs. Critical Hits. |
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No Risk, No Rewards II (Space)
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration. |
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Over-Estimation (Space & Ground)
Activating a Hull Heal or Hitpoint Heal grants the targeted ally (or self) an amount of Temporary Hitpoints equal to a percentage of the healing they receive. |
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Back in the Fight I (Ground)
Activating this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs. Ranged Offline effects. |
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Giver Her All She's Got I (Space)
Activating this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs. Subsystem Offline effects. |
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Back in the Fight II (Ground)
Activating this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs. Ranged Offline effects. |
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Giver Her All She's Got II (Space)
Activating this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs. Subsystem Offline effects. |
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Maneuvering Thrusters I(Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate. |
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Maneuvering Thrusters II(Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate. |
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Attack Pattern Expertise I (Space)
Activating any Attack Pattern bridge officer ability grants your starship an increase in survivability, represented as temporary hitpoints. Activating an additional Attack Pattern while under these effects will refresh the pool, not stack them. |
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Back Her Off! (Space)
Your defense and maximum speed are increased while moving in Reverse. |
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Attack Pattern Expertise II (Space)
Activating any Attack Pattern bridge officer ability grants your starship an increase in survivability, represented as temporary hitpoints. Activating an additional Attack Pattern while under these effects will refresh the pool, not stack them. |
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Eat My Dust I (Space)
When an attacker fires upon the rear arc of your ship, you gain a stacking bonus to your defense, making your ship harder and harder to hit. |
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Eat My Dust II (Space)
When an attacker fires upon the rear arc of your ship, you gain a stacking bonus to your defense, making your ship harder and harder to hit. |
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Desperate Flight I (Space)
As the hull of your ship takes increasing amounts of damage, your flight speed and turn rate will rise higher and higher. This bonus is not applied until your Hull is below 80% capacity; and caps out when you are at 20% Hull. |
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Reckless Abandon (Space)
Activating Evasive Maneuvers now grants you brief immunity to all movement-impairing effects. |
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Desperate Flight II (Space)
As the hull of your ship takes increasing amounts of damage, your flight speed and turn rate will rise higher and higher. This bonus is not applied until your Hull is below 80% capacity; and caps out when you are at 20% Hull. |
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Rock and Roll (Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate. |
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All Shook Up I (Space)
After executing the "Rock and Roll" maneuver, your ship remains more difficult to hit with weapons for a short duration. |
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Magic Carpet Ride I (Space)
After executing the "Rock and Roll" maneuver, you retain a large turn rate bonus for a short period of time. |
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All Shook Up II (Space)
After executing the "Rock and Roll" maneuver, your ship remains more difficult to hit with weapons for a short duration. |
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Magic Carpet Ride II (Space)
After executing the "Rock and Roll" maneuver, you retain a large turn rate bonus for a short period of time. |
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Turn the Other Cheek I (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.) |
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Turn the Other Cheek II (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.) |
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Thick of It I (Space)
Whenever "Turn the Other Cheek" becomes active on all four of your shield facings at the same time, you are granted a brief period of complete damage immunity. May only occur once every 30 seconds. |
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Turn the Other Cheek III (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.) |
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Thick of It II (Space)
Whenever "Turn the Other Cheek" becomes active on all four of your shield facings at the same time, you are granted a brief period of complete damage immunity. May only occur once every 30 seconds. |
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Danger Zone (Space)
You gain a bonus to your damage output for each Foe within 2.0km of your ship. This bonus can stack up to 10 times maximum. (Does not apply to Mines, Turrets or Targetable Torpedoes). |
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Wing Man (Space)
You gain a bonus to your damage output for each Friend or Foe within 2.0km of your ship. This bonus can stack up to 10 times maximum. (Does not apply to Mines, Turrets or Targetable Torpedoes). |
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Scratch the Paint (Space)
You become immune to one Warp Core Breach, as long as this is active. Being hit by a Warp Core Breach removes the effect, but it automatically refreshes after some time has passed. |
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Impulse Drafting I (Space)
Adds a Defense Bonus to each stack of Danger Zone, increasing your Defense for each Foe within 2.0km (and Friend, if "Wing Man" is active). |
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Impulse Drafting II (Space)
Adds a Defense Bonus to each stack of Danger Zone, increasing your Defense for each Foe within 2.0km (and Friend, if "Wing Man" is active). |
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Bob and Weave (Space)
When an enemy misses you in combat you take the opportunity to hit them back, right where it hurts. Critical Severity is increased for each stack of "Bob and Weave" (up to 10 max). A successful Critical Hit removes all built up stacks of this buff. |
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Lone Wolf I (Space)
Any players on your team that are within 10km will automatically Placate foes near them when you activate this, making you the only valid target in range for a short time. You will gain increased Defense and automatic Shield Redistribution for the duration of this ability. The Placate effect is fragile to their own damage. If they continue dealing damage, it will wear off quickly. |
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Shield Scraping I (Space)
Flying at high speed into the shields of an enemy will drain their shield capacity and reduce their shield's resilience to incoming damage. The magnitude of both effects will scale with the speed at which you scrape against them. You may scrape against enemies once per second, but any enemy recently scraped will be immune to further scraping for 10 seconds. |
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Lone Wolf II (Space)
Any players on your team that are within 10km will automatically Placate foes near them when you activate this, making you the only valid target in range for a short time. You will gain increased Defense and automatic Shield Redistribution for the duration of this ability. The Placate effect is fragile to their own damage. If they continue dealing damage, it will wear off quickly. |
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Shield Scraping II (Space)
Flying at high speed into the shields of an enemy will drain their shield capacity and reduce their shield's resilience to incoming damage. The magnitude of both effects will scale with the speed at which you scrape against them. You may scrape against enemies once per second, but any enemy recently scraped will be immune to further scraping for 10 seconds. |
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Imminent Decay (Ground)
Your ground weapons gain a chance to inflict a short-duration Physical Damage-over-Time effect. |
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Decay Amplification I (Ground)
Increase the damage inflicted by all of your Damage-Over-Time effects. |
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Decayed Defenses I (Ground)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Ground Combat. |
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Decay Amplification II (Ground)
Increase the damage inflicted by all of your Damage-Over-Time effects. |
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Decayed Defenses II (Ground)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Ground Combat. |
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Entropic Rider (Space)
Your starship weapons gain a chance to inflict a short-duration Physical Damage-over-Time effect. The chance is greater for projectiles than it is for directed energy weapons. |
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Atrophied Defenses I (Space)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Space Combat. |
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Entropic Amplification I (Space)
Increase the damage inflicted by all of your Damage-Over-Time effects. |
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Atrophied Defenses II (Space)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Space Combat. |
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Entropic Amplification II (Space)
Increase the damage inflicted by all of your Damage-Over-Time effects. |
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Inevitability I (Space & Ground)
Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Moduels. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities. |
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Inevitability II (Space & Ground)
Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Moduels. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities. |
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Uncertainty I (Space & Ground)
Activating any Kit Module Damage or Exotic Damage grants you a small amount of Temporary Hitpoints. This effect can stack several times, each time adding additional Temp HP to your current pool. |
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Inevitability III (Space & Ground)
Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Moduels. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities. |
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Uncertainty II (Space & Ground)
Activating any Kit Module Damage or Exotic Damage grants you a small amount of Temporary Hitpoints. This effect can stack several times, each time adding additional Temp HP to your current pool. |
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Modular Momentum I (Ground)
Activating any Kit Module abilitiy will cause all Secondary Firing Modes to rechare more quickly. This affect is immediately applied when the Kit Module is activated, and only affects Secondary Firing Modes that are already in cooldown. |
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Modular Momentum II (Ground)
Activating any Kit Module abilitiy will cause all Secondary Firing Modes to rechare more quickly. This affect is immediately applied when the Kit Module is activated, and only affects Secondary Firing Modes that are already in cooldown. |
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Temporal Rebuke (Ground)
Whenever you are struck by a foe within melee range, there is a chance you will automatically teleport that foe some distance away and briefly root them in place. (Does not teleport Captain-rank enemies.) |
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Decaying Rebuke I (Groud)
When Temporal Rebuke is triggered, the affected enemy is also afflicted with a Physical Damage-over-Time effect for several seconds. |
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Decaying Rebuke II (Groud)
When Temporal Rebuke is triggered, the affected enemy is also afflicted with a Physical Damage-over-Time effect for several seconds. |
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Temporal Cross-Wiring I (Space)
Activating any Exotic Damage ability will provide you with a temporal buff that improves the speed of your Energy Weapons' firing cycles, making them both activate and recharge more quickly. This buff may be applied up to 4 times. |
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Temporal Cross-Wiring II (Space)
Activating any Exotic Damage ability will provide you with a temporal buff that improves the speed of your Energy Weapons' firing cycles, making them both activate and recharge more quickly. This buff may be applied up to 4 times. |
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Anomaly Leash I (Space)
Anomalies summoned by you are now mobile and will move at a slow pace toward whatever enemey you currently have targeted. |
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Phasic Artillery (Space)
Your mines and targetable torpedoes are slightly out-of-phase, granting them the ability to absorb a small amount of incoming damage before being destroyed. This is represented as Temporary Hitpoints, and may allow them to survive enemy fire and hazardous anomalies. |
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Anomaly Leash II (Space)
Anomalies summoned by you are now mobile and will move at a slow pace toward whatever enemey you currently have targeted. |
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Continuity (Space)
When reduced to less than 10% of your Hull, you will immediately be removed from danger. Your ship will teleport approximately 8km from its current location, become briefly untargetable, and have its hull and shields restored by a large amount. This action will also wipe all accumulated threat vs. NPCs. After Continuity is triggered, your ship will perform at less than full capacity for a short period of time, as the timelines adjust to this sudden shift of probability. This effect may only trigger once every 3 minutes. |
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Causal Glitch I (Space)
When Continuty is triggered, all Bridge Officer Abilities and Captain Abilities that are currently in cooldown will have their remaining recharge timers heavily reduced. |
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Temporal Adaptation I (Space)
"Adjustment Period" debuff that is applied when Continuity is triggered does not last as long. |
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Causal Glitch II (Space)
When Continuty is triggered, all Bridge Officer Abilities and Captain Abilities that are currently in cooldown will have their remaining recharge timers heavily reduced. |
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Temporal Adaptation II (Space)
"Adjustment Period" debuff that is applied when Continuity is triggered does not last as long. |
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Resilient Power Cells I (Ground)
The secondary attacks on your weaponary are more frequently available for use. |
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Resilient Power Cells II (Ground)
The secondary attacks on your weaponary are more frequently available for use. |
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Quick Draw I (Ground)
All of your Kit Abilities have their cooldowns reduced. |
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Resilient Power Cells III (Ground)
The secondary attacks on your weaponary are more frequently available for use. |
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Quick Draw II (Ground)
All of your Kit Abilities have their cooldowns reduced. |
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Headshot I (Ground)
While aiming, you are more capable of striking the neemy where it will hurt them the most. |
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Headshot II (Ground)
While aiming, you are more capable of striking the neemy where it will hurt them the most. |
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Braced Crouch (Ground)
While crouching, your health will regenerate at an increased rate. |
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Follow-Through (Ground)
While sprinting, all melee attacks are increased in effectiveness. This effect lingers for a few seconds after you have finished sprinting. You must be moving to gain this benefit. |
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Wrecking Ball (Ground)
Executing a tactical Roll will leave a small Spatial Mine behind. This mine ca be used to deal damage to nearby enemies. |
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Juggernaut System (Ground)
Gives the ability to easily knock back nearby opponents simply by rushing into them. |
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Juggernaut Armor Plating I (Ground)
You are able to gain additional health and damage resistance from any armor you are wearing. |
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Juggernaut Shiedling I (Ground)
Allows for increased protection from energy weapons and a higher maximum capacity. |
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Juggernaut Armor Plating II (Ground)
You are able to gain additional health and damage resistance from any armor you are wearing. |
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Juggernaut Shiedling II (Ground)
Allows for increased protection from energy weapons and a higher maximum capacity. |
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Logistical Support I (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed. |
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Logistical Support II (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed. |
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Show of Force I (Space)
Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking energy weapond amage buff for each foe you hit with energy weapons. |
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Logistical Support III (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed. |
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Show of Force II (Space)
Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking energy weapond amage buff for each foe you hit with energy weapons. |
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Counter-Offensive I (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage. |
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Counter-Offensive II (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage. |
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Layered Defense I (Space)
Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds. |
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Counter-Offensive III (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage. |
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Layered Defense II (Space)
Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds. |
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Diversionary Tactics (Space)
Diversionary Tactics Taunts foes within firing range into attacking you while Threatening. While not Threatening, Diversionary Tactics Placates Foes and reduces your threat generation. This Placate may break on damage. |
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Attrition Warfare I (Space)
Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates. |
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Maneuver Warfare I (Space)
Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes. |
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Attrition Warfare II (Space)
Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates. |
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Maneuver Warfare II (Space)
Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes. |
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Close the Gap I (Space & Ground)
Increase movement speed while facing your Antagonist. |
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Close the Gap II (Space & Ground)
Increase movement speed while facing your Antagonist. |
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Confiscate (Space & Ground)
Your weapons gain a chance to remove buffs from your Antagonist. |
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Eye on the Prize I (Space & Ground)
Decrease the stealth reating of your Antagonist. |
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Eye on the Prize II (Space & Ground)
Decrease the stealth reating of your Antagonist. |
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Singular Focus (Space & Ground)
Increased Damage Resistance Rating to Damage not from your Antagonist. |
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Subdue I (Space & Ground)
Increased effectiveness of Control Effects directed at your Antagonist. |
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Tunnel Vision I (Space & Ground)
Increased Control Resistance Rating to Control Effects not from your Antagonist. |
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Subdue II (Space & Ground)
Increased effectiveness of Control Effects directed at your Antagonist. |
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Tunnel Vision II (Space & Ground)
Increased Control Resistance Rating to Control Effects not from your Antagonist. |
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Tear Down (Space & Ground)
Increased damage to your Antagonist. |
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Crackdown (Space & Ground)
A portion of hitpoint healing directed at your Antagonist is instead given to you. |
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Within Reach I (Space & Ground)
Your weapons gain a chance to slow your Antagonist. |
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Wear Down (Space & Ground)
Decreases the health regeneration rate of your Antagonist. |
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Within Reach II (Space & Ground)
Your weapons gain a chance to slow your Antagonist. |
CAPTAIN DETAILS | Faction | Career | Primary Spec. | Secondary Spec. |
Federation | Engineering | ||
SPACE SKILLS | |||
Lieutenant | |||
Engineering | Hull Restoration | Improved Hull Restoration | Advanced Hull Restoration |
Hull Capacity | Improved Hull Capacity | Advanced Hull Capacity | |
Science | Shield Restoration | Improved Shield Restoration | Advanced Shield Restoration |
Shield Capacity | Improved Shield Capacity | Advanced Shield Capacity | |
Tactical | Energy Weapon Training | Improved Energy Weapon Training | Advanced Energy Weapon Training |
Projectile Weapon Training | Improved Projectile Weapon Training | Advanced Projectile Weapon Training | |
Lieutenant Commander | |||
Engineering | Electro-Plasma System Flow | Improved EPS Flow | Full Impulse Energy Shunt |
Impulse Expertise | Improved Impulse Expertise | Advanced Impulse Expertise | |
Science | Control Expertise | Improved Control Expertise | Control Amplification |
Drain Expertise | Improved Drain Expertise | Drain Infection | |
Tactical | Targeting Expertise | Improved Targeting Expertise | Advanced Targeting Expertise |
Defensive Maneuvering | Improved Defensive Maneuvering | Advanced Defensive Maneuvering | |
Commander | |||
Engineering | Hull Plating | Energized Hull Plating | Ablative Hull Plating |
Damage Control | Improved Damage Control | Advanced Damage Control | |
Science | Shield Regeneration | Improved Shield Regeneration | Advanced Shield Regeneration |
Shield Hardness | Improved Shield Hardness | Advanced Shield Hardness | |
Tactical | Weapon Amplification | Improved Weapon Amplification | Advanced Weapon Amplification |
Weapon Specialization | Improved Weapon Specialization | Advanced Weapon Specialization | |
Captain | |||
Engineering | Defensive Subsystem Tuning | Shield Subsystem Performance | Auxiliary Subsystem Performance |
Offensive Subsystem Tuning | Weapon Subsystem Performance | Engine Subsystem Performance | |
Science | Exotic Particle Generator | Improved Exotic Particle Generator | Advanced Exotic Particle Generator |
Long-Range Targeting Sensors | Improved Long-Range Targeting Sensors | Advanced Long-Range Targeting Sensors | |
Tactical | Hull Penetration | Improved Hull Penetration | Advanced Hull Penetration |
Shield Penetration | Improved Shield Penetration | Advanced Shield Penetration | |
Admiral | |||
Engineering | Warp Core Potential | Improved Warp Core Potential | Warp Core Efficiency |
Engineering Readiness | Improved Engineering Readiness | Advanced Engineering Readiness | |
Science | Scientific Readiness | Improved Scientific Readiness | Advanced Scientific Readiness |
Shield Mastery | Shield Absorption | Shield Reflection | |
Tactical | Coordination Protocols | Defensive Coordination | Offensive Coordination |
Tactical Readiness | Improved Tactical Readiness | Advanced Tactical Readiness | |
GROUND SKILLS | |||
Group 1 | Weapon Criticals | Weapon Proficiency | Weapon Penetration |
Improved Weapon Criticals | Weapon Expert | Improved Weapon Penetration | |
Group 2 | Armor Expert | Endurance Training | Regeneration |
Armor Master | Improved Endurance Training | Improved Regeneration | |
Group 3 | Personal Shields Expert | Personal Shield Resilience | |
Personal Shields Master | Improved Personal Shield Resilience | ||
Group 4 | Kit Efficiency | Kit Performance Expert | |
Improved Kit Efficiency | Kit Performance Master | ||
TRAITS | |||
Personal Ground Traits | Personal Space Traits | ||
Ground Reputation Traits | Space Reputation Traits | ||
Active Reputation Traits | Starship Traits | ||
Other Traits | |||
STARSHIP | |||
BRIDGE OFFICERS | |||
GROUND EQUIPMENT | |||
Kit | |||
Kit Modules | |||
Armor | |||
Shield | |||
Weapons | |||
Devices | |||
AWAY TEAM | |||
Bridge Officer 1
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Ensign: | ||
Lieutenant: | |||
Lt. Commander: | |||
Commander: | |||
Bridge Officer 2
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Ensign: | ||
Lieutenant: | |||
Lt. Commander: | |||
Commander: | |||
Bridge Officer 3
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Ensign: | ||
Lieutenant: | |||
Lt. Commander: | |||
Commander: | |||
Bridge Officer 4
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Ensign: | ||
Lieutenant: | |||
Lt. Commander: | |||
Commander: | |||
GROUND DUTY OFFICERS | |||
Duty Officer 1
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Duty Officer 2
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Duty Officer 3
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Duty Officer 1
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Duty Officer 5
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Duty Officer 6
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SPACE DUTY OFFICERS | |||
Duty Officer 1
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Duty Officer 2
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Duty Officer 3
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Duty Officer 1
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Duty Officer 5
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Duty Officer 6
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BUILD | DETAILS | ACTIONS |